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The role of a location-based city exploration game in digital placemaking

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Listed:
  • Carolyn Pang
  • Carman Neustaedter
  • Karyn Moffatt
  • Kate Hennessy
  • Rui Pan

Abstract

Many digital technologies, such as social media, community systems, and public displays, have been studied to explore how people engage with each other in their community. Yet little is known about how one form of technology, location-based games (LBGs), can support urban residents in community awareness, city exploration, and placemaking as they navigate spaces and places in their cities. To explore this topic, we investigated the challenges urban residents faced in finding information about their community along a transit network. We then designed, developed, and evaluated an LBG called City Explorer that supports city exploration using gamification and the viewing and sharing of community information. We found that residents valued the fun, competition, and rewards afforded through play in public spaces, creating opportunities for placemaking through location services and knowledge sharing. Players also wanted additional knowledge about their transit commutes, including data about the frequency and routines of their transit rides. Collectively, such ridership data offers potential for smart city initiatives and illustrates that careful design considerations are required to balance people’s needs for play, personal data, privacy, and community information acquisition.

Suggested Citation

  • Carolyn Pang & Carman Neustaedter & Karyn Moffatt & Kate Hennessy & Rui Pan, 2020. "The role of a location-based city exploration game in digital placemaking," Behaviour and Information Technology, Taylor & Francis Journals, vol. 39(6), pages 624-647, June.
  • Handle: RePEc:taf:tbitxx:v:39:y:2020:i:6:p:624-647
    DOI: 10.1080/0144929X.2019.1697899
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    Cited by:

    1. Amirzadeh, Melika & Sharifi, Ayyoob, 2024. "The evolutionary path of place making: From late twentieth century to post-pandemic cities," Land Use Policy, Elsevier, vol. 141(C).
    2. Fernandez-Osso Fuentes, Maria J. & Keegan, Brendan J. & Jones, Marc V. & MacIntyre, Tadhg E., 2024. "Conceptualizing digital placemaking in nature for wellbeing," Technological Forecasting and Social Change, Elsevier, vol. 204(C).

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